3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013-2020 Minetest core developers & community
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 #include "player_sao.h"
23 #include "remoteplayer.h"
24 #include "scripting_server.h"
26 #include "serverenvironment.h"
28 PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
29 bool is_singleplayer):
30 UnitSAO(env_, v3f(0,0,0)),
33 m_is_singleplayer(is_singleplayer)
35 SANITY_CHECK(m_peer_id != PEER_ID_INEXISTENT);
37 m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
38 m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
39 m_prop.physical = false;
40 m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
41 m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
42 m_prop.pointable = true;
43 // Start of default appearance, this should be overwritten by Lua
44 m_prop.visual = "upright_sprite";
45 m_prop.visual_size = v3f(1, 2, 1);
46 m_prop.textures.clear();
47 m_prop.textures.emplace_back("player.png");
48 m_prop.textures.emplace_back("player_back.png");
49 m_prop.colors.clear();
50 m_prop.colors.emplace_back(255, 255, 255, 255);
51 m_prop.spritediv = v2s16(1,1);
52 m_prop.eye_height = 1.625f;
53 // End of default appearance
54 m_prop.is_visible = true;
55 m_prop.backface_culling = false;
56 m_prop.makes_footstep_sound = true;
57 m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
58 m_prop.show_on_minimap = true;
60 m_breath = m_prop.breath_max;
61 // Disable zoom in survival mode using a value of 0
62 m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
64 if (!g_settings->getBool("enable_damage"))
65 m_armor_groups["immortal"] = 1;
68 void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
75 v3f PlayerSAO::getEyeOffset() const
77 return v3f(0, BS * m_prop.eye_height, 0);
80 std::string PlayerSAO::getDescription()
82 return std::string("player ") + m_player->getName();
85 // Called after id has been set and has been inserted in environment
86 void PlayerSAO::addedToEnvironment(u32 dtime_s)
88 ServerActiveObject::addedToEnvironment(dtime_s);
89 ServerActiveObject::setBasePosition(m_base_position);
90 m_player->setPlayerSAO(this);
91 m_player->setPeerId(m_peer_id);
92 m_last_good_position = m_base_position;
95 // Called before removing from environment
96 void PlayerSAO::removingFromEnvironment()
98 ServerActiveObject::removingFromEnvironment();
99 if (m_player->getPlayerSAO() == this) {
100 unlinkPlayerSessionAndSave();
101 for (u32 attached_particle_spawner : m_attached_particle_spawners) {
102 m_env->deleteParticleSpawner(attached_particle_spawner, false);
107 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
109 std::ostringstream os(std::ios::binary);
112 writeU8(os, 1); // version
113 os << serializeString16(m_player->getName()); // name
114 writeU8(os, 1); // is_player
115 writeS16(os, getId()); // id
116 writeV3F32(os, m_base_position);
117 writeV3F32(os, m_rotation);
118 writeU16(os, getHP());
120 std::ostringstream msg_os(std::ios::binary);
121 msg_os << serializeString32(getPropertyPacket()); // message 1
122 msg_os << serializeString32(generateUpdateArmorGroupsCommand()); // 2
123 msg_os << serializeString32(generateUpdateAnimationCommand()); // 3
124 for (const auto &bone_pos : m_bone_position) {
125 msg_os << serializeString32(generateUpdateBonePositionCommand(
126 bone_pos.first, bone_pos.second.X, bone_pos.second.Y)); // 3 + N
128 msg_os << serializeString32(generateUpdateAttachmentCommand()); // 4 + m_bone_position.size
129 msg_os << serializeString32(generateUpdatePhysicsOverrideCommand()); // 5 + m_bone_position.size
131 int message_count = 5 + m_bone_position.size();
133 for (const auto &id : getAttachmentChildIds()) {
134 if (ServerActiveObject *obj = m_env->getActiveObject(id)) {
136 msg_os << serializeString32(obj->generateUpdateInfantCommand(
137 id, protocol_version));
141 writeU8(os, message_count);
142 std::string serialized = msg_os.str();
143 os.write(serialized.c_str(), serialized.size());
149 void PlayerSAO::getStaticData(std::string * result) const
151 FATAL_ERROR("This function shall not be called for PlayerSAO");
154 void PlayerSAO::step(float dtime, bool send_recommended)
156 if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
157 // Get nose/mouth position, approximate with eye position
158 v3s16 p = floatToInt(getEyePosition(), BS);
159 MapNode n = m_env->getMap().getNode(p);
160 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
161 // If node generates drown
162 if (c.drowning > 0 && m_hp > 0) {
164 setBreath(m_breath - 1);
166 // No more breath, damage player
168 PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
169 setHP(m_hp - c.drowning, reason);
170 m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
175 if (m_breathing_interval.step(dtime, 0.5f) && !isImmortal()) {
176 // Get nose/mouth position, approximate with eye position
177 v3s16 p = floatToInt(getEyePosition(), BS);
178 MapNode n = m_env->getMap().getNode(p);
179 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
180 // If player is alive & not drowning & not in ignore & not immortal, breathe
181 if (m_breath < m_prop.breath_max && c.drowning == 0 &&
182 n.getContent() != CONTENT_IGNORE && m_hp > 0)
183 setBreath(m_breath + 1);
186 if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
187 u32 damage_per_second = 0;
188 std::string nodename;
189 // Lowest and highest damage points are 0.1 within collisionbox
190 float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
192 // Sequence of damage points, starting 0.1 above feet and progressing
193 // upwards in 1 node intervals, stopping below top damage point.
194 for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
195 v3s16 p = floatToInt(m_base_position +
196 v3f(0.0f, dam_height * BS, 0.0f), BS);
197 MapNode n = m_env->getMap().getNode(p);
198 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
199 if (c.damage_per_second > damage_per_second) {
200 damage_per_second = c.damage_per_second;
206 v3s16 ptop = floatToInt(m_base_position +
207 v3f(0.0f, dam_top * BS, 0.0f), BS);
208 MapNode ntop = m_env->getMap().getNode(ptop);
209 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
210 if (c.damage_per_second > damage_per_second) {
211 damage_per_second = c.damage_per_second;
215 if (damage_per_second != 0 && m_hp > 0) {
216 s32 newhp = (s32)m_hp - (s32)damage_per_second;
217 PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
218 setHP(newhp, reason);
219 m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
223 if (!m_properties_sent) {
224 m_properties_sent = true;
225 std::string str = getPropertyPacket();
226 // create message and add to list
227 m_messages_out.emplace(getId(), true, str);
228 m_env->getScriptIface()->player_event(this, "properties_changed");
231 // If attached, check that our parent is still there. If it isn't, detach.
232 if (m_attachment_parent_id && !isAttached()) {
233 // This is handled when objects are removed from the map
234 warningstream << "PlayerSAO::step() id=" << m_id <<
235 " is attached to nonexistent parent. This is a bug." << std::endl;
236 clearParentAttachment();
237 setBasePosition(m_last_good_position);
238 m_env->getGameDef()->SendMovePlayer(m_peer_id);
241 //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
243 // Set lag pool maximums based on estimated lag
244 const float LAG_POOL_MIN = 5.0f;
245 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
246 if(lag_pool_max < LAG_POOL_MIN)
247 lag_pool_max = LAG_POOL_MIN;
248 m_dig_pool.setMax(lag_pool_max);
249 m_move_pool.setMax(lag_pool_max);
251 // Increment cheat prevention timers
252 m_dig_pool.add(dtime);
253 m_move_pool.add(dtime);
254 m_time_from_last_teleport += dtime;
255 m_time_from_last_punch += dtime;
256 m_nocheat_dig_time += dtime;
257 m_max_speed_override_time = MYMAX(m_max_speed_override_time - dtime, 0.0f);
259 // Each frame, parent position is copied if the object is attached,
260 // otherwise it's calculated normally.
261 // If the object gets detached this comes into effect automatically from
262 // the last known origin.
263 if (auto *parent = getParent()) {
264 v3f pos = parent->getBasePosition();
265 m_last_good_position = pos;
266 setBasePosition(pos);
269 m_player->setSpeed(v3f());
272 if (!send_recommended)
275 if (m_position_not_sent) {
276 m_position_not_sent = false;
277 float update_interval = m_env->getSendRecommendedInterval();
279 // When attached, the position is only sent to clients where the
280 // parent isn't known
282 pos = m_last_good_position;
284 pos = m_base_position;
286 std::string str = generateUpdatePositionCommand(
288 v3f(0.0f, 0.0f, 0.0f),
289 v3f(0.0f, 0.0f, 0.0f),
295 // create message and add to list
296 m_messages_out.emplace(getId(), false, str);
299 if (!m_physics_override_sent) {
300 m_physics_override_sent = true;
301 // create message and add to list
302 m_messages_out.emplace(getId(), true, generateUpdatePhysicsOverrideCommand());
308 std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const
310 std::ostringstream os(std::ios::binary);
312 writeU8(os, AO_CMD_SET_PHYSICS_OVERRIDE);
314 writeF32(os, m_physics_override_speed);
315 writeF32(os, m_physics_override_jump);
316 writeF32(os, m_physics_override_gravity);
317 // these are sent inverted so we get true when the server sends nothing
318 writeU8(os, !m_physics_override_sneak);
319 writeU8(os, !m_physics_override_sneak_glitch);
320 writeU8(os, !m_physics_override_new_move);
324 void PlayerSAO::setBasePosition(const v3f &position)
326 if (m_player && position != m_base_position)
327 m_player->setDirty(true);
329 // This needs to be ran for attachments too
330 ServerActiveObject::setBasePosition(position);
332 // Updating is not wanted/required for player migration
334 m_position_not_sent = true;
338 void PlayerSAO::setPos(const v3f &pos)
343 // Send mapblock of target location
344 v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
345 m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
347 setBasePosition(pos);
348 // Movement caused by this command is always valid
349 m_last_good_position = pos;
351 m_time_from_last_teleport = 0.0;
352 m_env->getGameDef()->SendMovePlayer(m_peer_id);
355 void PlayerSAO::moveTo(v3f pos, bool continuous)
360 setBasePosition(pos);
361 // Movement caused by this command is always valid
362 m_last_good_position = pos;
364 m_time_from_last_teleport = 0.0;
365 m_env->getGameDef()->SendMovePlayer(m_peer_id);
368 void PlayerSAO::setPlayerYaw(const float yaw)
370 v3f rotation(0, yaw, 0);
371 if (m_player && yaw != m_rotation.Y)
372 m_player->setDirty(true);
374 // Set player model yaw, not look view
375 UnitSAO::setRotation(rotation);
378 void PlayerSAO::setFov(const float fov)
380 if (m_player && fov != m_fov)
381 m_player->setDirty(true);
386 void PlayerSAO::setWantedRange(const s16 range)
388 if (m_player && range != m_wanted_range)
389 m_player->setDirty(true);
391 m_wanted_range = range;
394 void PlayerSAO::setPlayerYawAndSend(const float yaw)
397 m_env->getGameDef()->SendMovePlayer(m_peer_id);
400 void PlayerSAO::setLookPitch(const float pitch)
402 if (m_player && pitch != m_pitch)
403 m_player->setDirty(true);
408 void PlayerSAO::setLookPitchAndSend(const float pitch)
411 m_env->getGameDef()->SendMovePlayer(m_peer_id);
414 u16 PlayerSAO::punch(v3f dir,
415 const ToolCapabilities *toolcap,
416 ServerActiveObject *puncher,
417 float time_from_last_punch)
422 FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
424 // No effect if PvP disabled or if immortal
425 if (isImmortal() || !g_settings->getBool("enable_pvp")) {
426 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
427 // create message and add to list
433 s32 old_hp = getHP();
434 HitParams hitparams = getHitParams(m_armor_groups, toolcap,
435 time_from_last_punch);
437 PlayerSAO *playersao = m_player->getPlayerSAO();
439 bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
440 puncher, time_from_last_punch, toolcap, dir,
443 if (!damage_handled) {
444 setHP((s32)getHP() - (s32)hitparams.hp,
445 PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
446 } else { // override client prediction
447 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
448 // create message and add to list
453 actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
454 ", hp=" << puncher->getHP() << ") punched " <<
455 getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
456 "), damage=" << (old_hp - (s32)getHP()) <<
457 (damage_handled ? " (handled by Lua)" : "") << std::endl;
459 return hitparams.wear;
462 void PlayerSAO::rightClick(ServerActiveObject *clicker)
464 m_env->getScriptIface()->on_rightclickplayer(this, clicker);
467 void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
470 return; // Nothing to do
472 if (m_hp <= 0 && hp < (s32)m_hp)
473 return; // Cannot take more damage
476 s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - m_hp, reason);
480 hp = m_hp + hp_change;
484 hp = rangelim(hp, 0, m_prop.hp_max);
486 if (hp < oldhp && isImmortal())
487 return; // Do not allow immortal players to be damaged
491 // Update properties on death
492 if ((hp == 0) != (oldhp == 0))
493 m_properties_sent = false;
496 void PlayerSAO::setBreath(const u16 breath, bool send)
498 if (m_player && breath != m_breath)
499 m_player->setDirty(true);
501 m_breath = rangelim(breath, 0, m_prop.breath_max);
504 m_env->getGameDef()->SendPlayerBreath(this);
507 Inventory *PlayerSAO::getInventory() const
509 return m_player ? &m_player->inventory : nullptr;
512 InventoryLocation PlayerSAO::getInventoryLocation() const
514 InventoryLocation loc;
515 loc.setPlayer(m_player->getName());
519 u16 PlayerSAO::getWieldIndex() const
521 return m_player->getWieldIndex();
524 ItemStack PlayerSAO::getWieldedItem(ItemStack *selected, ItemStack *hand) const
526 return m_player->getWieldedItem(selected, hand);
529 bool PlayerSAO::setWieldedItem(const ItemStack &item)
531 InventoryList *mlist = m_player->inventory.getList(getWieldList());
533 mlist->changeItem(m_player->getWieldIndex(), item);
539 void PlayerSAO::disconnected()
541 m_peer_id = PEER_ID_INEXISTENT;
545 void PlayerSAO::unlinkPlayerSessionAndSave()
547 assert(m_player->getPlayerSAO() == this);
548 m_player->setPeerId(PEER_ID_INEXISTENT);
549 m_env->savePlayer(m_player);
550 m_player->setPlayerSAO(NULL);
551 m_env->removePlayer(m_player);
554 std::string PlayerSAO::getPropertyPacket()
556 m_prop.is_visible = (true);
557 return generateSetPropertiesCommand(m_prop);
560 void PlayerSAO::setMaxSpeedOverride(const v3f &vel)
562 if (m_max_speed_override_time == 0.0f)
563 m_max_speed_override = vel;
565 m_max_speed_override += vel;
567 float accel = MYMIN(m_player->movement_acceleration_default,
568 m_player->movement_acceleration_air);
569 m_max_speed_override_time = m_max_speed_override.getLength() / accel / BS;
573 bool PlayerSAO::checkMovementCheat()
575 if (m_is_singleplayer ||
577 g_settings->getBool("disable_anticheat")) {
578 m_last_good_position = m_base_position;
582 bool cheated = false;
584 Check player movements
586 NOTE: Actually the server should handle player physics like the
587 client does and compare player's position to what is calculated
588 on our side. This is required when eg. players fly due to an
589 explosion. Altough a node-based alternative might be possible
590 too, and much more lightweight.
593 float override_max_H, override_max_V;
594 if (m_max_speed_override_time > 0.0f) {
595 override_max_H = MYMAX(fabs(m_max_speed_override.X), fabs(m_max_speed_override.Z));
596 override_max_V = fabs(m_max_speed_override.Y);
598 override_max_H = override_max_V = 0.0f;
601 float player_max_walk = 0; // horizontal movement
602 float player_max_jump = 0; // vertical upwards movement
604 if (m_privs.count("fast") != 0)
605 player_max_walk = m_player->movement_speed_fast; // Fast speed
607 player_max_walk = m_player->movement_speed_walk; // Normal speed
608 player_max_walk *= m_physics_override_speed;
609 player_max_walk = MYMAX(player_max_walk, override_max_H);
611 player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
612 // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
613 // until this can be verified correctly, tolerate higher jumping speeds
614 player_max_jump *= 2.0;
615 player_max_jump = MYMAX(player_max_jump, override_max_V);
617 // Don't divide by zero!
618 if (player_max_walk < 0.0001f)
619 player_max_walk = 0.0001f;
620 if (player_max_jump < 0.0001f)
621 player_max_jump = 0.0001f;
623 v3f diff = (m_base_position - m_last_good_position);
624 float d_vert = diff.Y;
626 float d_horiz = diff.getLength();
627 float required_time = d_horiz / player_max_walk;
629 // FIXME: Checking downwards movement is not easily possible currently,
630 // the server could calculate speed differences to examine the gravity
632 // In certain cases (water, ladders) walking speed is applied vertically
633 float s = MYMAX(player_max_jump, player_max_walk);
634 required_time = MYMAX(required_time, d_vert / s);
637 if (m_move_pool.grab(required_time)) {
638 m_last_good_position = m_base_position;
640 const float LAG_POOL_MIN = 5.0;
641 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
642 lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
643 if (m_time_from_last_teleport > lag_pool_max) {
644 actionstream << "Server: " << m_player->getName()
645 << " moved too fast: V=" << d_vert << ", H=" << d_horiz
646 << "; resetting position." << std::endl;
649 setBasePosition(m_last_good_position);
654 bool PlayerSAO::getCollisionBox(aabb3f *toset) const
656 //update collision box
657 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
658 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
660 toset->MinEdge += m_base_position;
661 toset->MaxEdge += m_base_position;
665 bool PlayerSAO::getSelectionBox(aabb3f *toset) const
667 if (!m_prop.is_visible || !m_prop.pointable) {
671 toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
672 toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
677 float PlayerSAO::getZoomFOV() const
679 return m_prop.zoom_fov;